avbd-babylon 0.4.3 → 0.4.5

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package/README.md CHANGED
@@ -3261,9 +3261,19 @@ Colors are copied again only when edited. Camera controls, contact overlays,
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  shape sizes and cloth tearing use the viewer's existing geometry and shaders.
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  The direct WebGPU viewer also batches unique hull geometry into a single draw.
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- In scenes with many cloth particles or hidden collision pieces, its box draw
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- contains only visible boxes. Box-only stress scenes use a contiguous
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- instance layout.
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+ Both viewers avoid drawing large groups of cloth particles or hidden collision
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+ proxies as boxes. Spheres, capsules and rings share indexed geometry, reusing
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+ vertices across triangles while keeping the same surfaces and normals. All
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+ 40,000 Galton marbles use one instanced draw. Box-only stress scenes use a
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+ contiguous instance layout. The mixed-collider gallery uses Babylon instances
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+ with ordinary materials and per-object physics aggregates.
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+
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+ Run `node scripts/check-render-batching.mjs` after `npm run build:web` to check
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+ actual GPU draw calls across the scene catalogue and the naval demo. Its
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+ [results](test-results/render-batching.json) include body counts, draw counts
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+ and the geometry shared by each group of instances.
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+ The [Galton rendering check](test-results/galton-rendering.json) records GPU
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+ drawing time and live simulation speed on an RTX 4070 Laptop GPU.
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  The [Babylon renderer source](demo/shared/rendering/babylonGpuRenderer.js) and
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  [WGSL adapter](demo/shared/rendering/babylonShaders.js) show the integration. This is a custom